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Hi all, I just make an intervention for you report that I began creating scenes on a French forum, because yes I am actually Belgian, so I want to apologize in advance if my English is bad ... The technique is to use what have Mayo Master. Besides, he certainly help understand .. I simplify his work by working with Sketchup has an intuitive interface! And that is much easier ... I'm in my third scene in a week. True These are certainly the most simple but it fallais me to do it for testing. I started in 3D modeling. But, I think the result is not too bad !, So I'll share with you my work and then you tell me what you think! At one point, when I had sufficiently understood the job was done via Vray Sketchup and its extension, I need help in creating these scenes so I would certainly do a tutorial :)Finally, here I leave you enjoy

I give you a link on my progress on this project , I speak very little English and I speak so hard I'd changing the french on this topic of ff7.frhttp://ff7.fr/forum/index.php?page=post&ids=348455 (http://ff7.fr/forum/index.php?page=post&ids=348455)

My scenes remain as they are ! Think you always criticize and discourage your modders ... As the avalanche team , saw the work to be undertaken , I try to have a nice rendering , which represents the wish of a lot of fan ... My scenes are pretty ... and true to the original , I think strive to be perfect scenes , would discourage anyone, we are not designers , let alone machines , in order to remake the game , no the Abandoner . I sometimes wish that includes a parfais game, but we are not perfect, if you will follow this project, this does not cause me any trouble , and critics do not bother me at all either, but do not ask too if you want me to continue . As I say I started .

Oley my sweet country being represented (not sure how well or how bad though) Im'a Belgian as well et vive les frites. I say thanks for linking to your project, but dude I can't help and say that the members here at Qhimm are always of good will and certainly of good advice, now the choice is yours alone to listen to them or not of course, but saying they will try to discourage the newcomers is plain wrong, and it is the other way all around. (...where did I learn the word 'newcomer' already..)

You asked us to tell you what we think. If some think your work can be improved and say it constructively, don't then accuse them of anything, because they're just giving their opinion which you asked for.And besides, if you think your work is perfect regarding your criterias and doesn't need anything more, then why ask us for our opinion in the first place. Do not ask it then allow only "Yeah it's perfect" and bash anything else.

My scenes remain as they are ! Think you always criticize and discourage your modders ... As the avalanche team , saw the work to be undertaken , I try to have a nice rendering , which represents the wish of a lot of fan ... My scenes are pretty ... and true to the original , I think strive to be perfect scenes , would discourage anyone, we are not designers , let alone machines , in order to remake the game , no the Abandoner . I sometimes wish that includes a parfais game, but we are not perfect, if you will follow this project, this does not cause me any trouble , and critics do not bother me at all either, but do not ask too if you want me to continue . As I say I started .

Wait, what??? ???

Quote from: jmp434

... and then you tell me what you think! ...

I told you my thoughts and nothing more. I simply see some room for improvements. I haven't even said anything about the quality. If critics would discourage me as a moder then I would have a general personal problem. Dan has often criticized my work on the characters and while I thought a model which I made was great,t I stepped a few steps back and realized that he was right to a certain degree.

All I say is that the scene would look better with a more realistically and understandable light source. You can be truth to the original but you also need to improve it as good as you can. As example in the temple of the ancient they use pretty good visible the same texture over and over again and it will be more visible if you would recreate it in HD with the same generic textures. That's were a new HD image will hardly be a benefit.

On the other hand why do you use my models? They aren't truth to the original Chibi design and clearly does not respect them. There is a lot of interpretation from my end to create them. And they also do not fit to the original backgrounds with their oversized objects. Mayo has discussed this already. You can't be true to the original if you use more realistic sized models.

From my counts it should be around 608 or so. Some scenes are doubled or will only need a new texture and there are a lot of black scenes as well. Not to forget the already done scenes by Avalanche. Still it is an enormous task...I wish you best luck on this.

One last thing: the rendering will take time. You should search for a bunch of peoples who you can trust and who you can send the files, so they do the rendering for you.

I replied dryly and I apologize publicly ... It was not my intension, however, I intended to remake the game for good quality at first, its not doing that a month that I model and I have a lot to learn ... but it is a strength to practice that one learns .. afterwards, I will return to my scenes, but I think everyone's desire is to have at moin smooth cards and they are not blurry, my first goal is ... So yes I retravaillerais, and my scenes are not perfect, I agree :) I just wanted say at first try to appreciate, I remake this game in HD (I try) I manage to have a pretty nice made in a short time, then yes I would improve, but sometimes have to stay in an average quality and power be content with what one has .. a force to be greedy we become disgusted after a discution with Mayo I understand this chapter .. So here, my scenes will be like her, I would ask in initially mainly to tell me about bug, there's because I avoid going out a map if I see a bug, but I'm human, I make mistakes so here goes :)It's still unfortunate to be represented by a fat thing! I would rather hear beer! Everyone loves her: p

Those glossy stools, that gritty tavern wood flooring! Very impressive. Have you looked at any of Team Avalanches work on the background images yet? I think they had some tips and tutorials as well. I don't mean to scare you but the scale of what you are attempting is pretty big. If you do feel like tackling it, I strongly suggest looking at what they have already completed. If you are satisfied with those images, maybe you will just want to pick up from where they left off?

I communicate with Mayo Master, I do not want to give too much because the amount of work is giant and thanks to the tools I use I can do this kind of field in one day or 2 (depending on the detail) I want to first do everything, and with the experience I have acquérit, I could correct my mistakes. Otherwise, thank you encouragement :)

Hi Fischkopf it depends a little scenes and details it contains, such as "mds7_w2" I finish at 2am or more witness, here "mds7" doing it more or moin 8 am I'm on and I get at the end of the third building, the weapon store, some time modeling axes are not the same for different shapes in the scene, it also delays the process, but "Sketchup" is very easy to use, I ' I create a tutorial on ff7.fr for other people to join me in the adventure. The problem is that I do not speak any English and that I can not translate it because I'm afraid to get errors and that the sentence does not mean anything. Finally I put the tutorial here in case you want to take a oeuil and someone can translate me, t know we never :)

English:That sure goes fastI'm gonna take a look at your tutorial.. I know close to nothing about modeling technical terms, but still I'll try to come up with a decent translation that can be understood.If the amount of work can be divided by 3 or 4, that sure is worth it.I'll give it a look tonight, give me maybe one day or two.

Hi White, all his great :)For terms, just ask me, I know what it's called in English so you can ask me, the tutorial is not 100% complete, I try to explain the main tools to use to use simple, regarding the publication of the tutorial, let me publish it because I say in it that I can provide a version of each software.It will remain my part to create a rendering and configuration of this report to make. And possibly explain the tools "sandbox"

Supposedly the way, the first 2 stages of the game with the train are casiment has finished modeling, I have to re-create the third for the first 3 shall superimposed on the first stage and the second complicate lol ^^

That modeling process with Sketchup looks fun, you first load the scene you're recreating and it serves as a template.Then everything you do, you do it on the original scene, and all proportions are preserved.

Count me in. I'll use translator in Google and I'll join your team too. It's something I've wanted to do for a while but I tried in blender and it took too long. I am currently doing a project of my own so I'll switch between the 2

I was too lazy to today lol.This is a new very pleasant! :)Blender is very long, so I'm looking for an alternative for certain thing, it is sometimes complicated by the rebuild but if you use Blender, you'll be the refaires and easily import 3DS, rarely are these things I mean lolMost shapes are square or round ..For the tutorial, white was proposing was to translate, I can provide versions of programs but private ways, it will be necessary to talk to me for it.I'm really happy that this project please, knowing that his doing one month and a half now that I model, I did not manage as well :).

This is amazing. If you can recreate all the field scenes doing this, it will surely serve as a better "Remake" than the one Square Enix will give :) If you get a team to work on it, you may even be able to finish it before the official Remake release.

2/3rd of the tuto is translated. Won't take long. I'll pm you with it jmp.When you'll have added more to it, just ask me to translate the rest too (quand tu ajouteras de nouvelles sections au tuto, je pourrai les traduire aussi).

Hi guys :)I do not boss the weekend because I take some of my family lol.I render 4X the original size to the weapon store.I also share with you what I have already done and I have to continue. For the tutorial, here is the link: http://ff7.fr/forum/index.php?page=post&ids=350871

Fish thank you :)For this scene, instead of putting the kind of guy on the left near the curtain, I decide to place there a "mog".I find these little creatures lack royally in this FF, its still a symbol of the collection so I will allow me :)

I will change the method for texturing my scenes, because the reports sometimes take forever has come true ...I would do my textures a little before going to sleep and I would correct as and measurement.I finish all the 3D elements of the sector 7. exepter objects such as: bottle, glass, vase, slippers and other accessories. I imported my scenes texture once, I was working part!

For this scene, instead of putting the kind of guy on the left near the curtain, I decide to place there a "mog".I find these little creatures lack royally in this FF, its still a symbol of the collection so I will allow me :)

It's good if you put in your own style. This makes often things more alive.Btw. do you create a resource for small but often used objects? It might speed up your work.Great work so far. ;D

Kalderasha, translation is bad and I do not understand what you meant ...Right now as everything so I still waiting for textures, I told myself I was going to work a bit on the train to create the cemetery of the Sector 7 train, I base the 3D model of Crisis Core which is clearer to reproduce the field of ff7 ^^

I need tips to texture the models. I´m not very happy with the current work that I have done. I saw the work you have done and is spectacular. I love your backgrounds and if you could help me with the textures I will be grateful.

Hi, you're doing a nice job in weapons, aileurs when you have finished this project, could you send me? So for textures, I use a rendering engine, I think you should have one in your program Blender ... if I'm not mistaken. However, account you use your weapons in the game, so I think you should use the UV mapping and texturing fun you have this one, otherwise, I also think that using a rendering engine, I actually Thea render explain in my tutorial here ==> http://forums.qhimm.com/index.php?topic=16823.0 you could do rendering with textures create as I explained, and extract the 2D image obtained for place on your UV, I do not know the other 3D tools, so it's hard for me to explain to you, however, this Monday I'll start to learn ZBrush is the most complete and most powerful, and once learned I could help you a bit more than that

No. I sometimes mix up ten texture into a single. If I remember correctly you were talking that you use blender, blender and is not Sketchup. It does not work in the same way. I post a tutorial Tsunamix go take a look.

Yeah I was till I seen your work. I've read the tutorial and it's very easy to use. I was working on the buildings in kalm but I'm having alignment issues. I'm working in a couple of things at once as well as sharing the pc at the moment so progress is rather slow but I will be joining your team soon

Tsunamix very good news. Yes, there there's a way to make real-time but I find it does not work very well and am strong enough to slow the machine ... But I have not a beast lol .My girlfriend has decided to offer me a tablet for my birthday approaching a big step, I have to ask him to have it in advance (maybe next week) I count learn to use the program for ZBrush able to do something much more beautiful! But I would work my main forms with Sketchup because the program is simply faster and for me sufficiently efficient and intuitive.

we can not do what we want on our stages .. I try, but if you want her to be nice it exceeds layers and does not display correctly in the game, it is imperative to respect the forms of based. If the bar is square, we need be square, round = round, etc.

Hi guys, to create more detailed outdoor scenery, I wanted to learn "ZBrush" this software is actually a sculpture of software, simple and complicated at the same time to the sculpture as one, j 'I start the tutorial today (and a little bit last night) I chose a rather complicated form because working on the complicated see almost everything the tools, I would have a little more trouble to learn that - but for this first sculpture I find this very nice :)

I'm not super well understand what you mean, for brighter, yes, I know her, I give this actually express light. I thought the room was too bright and that his was not a pretty dirty ^^ But do your part light dirtier, I really do not understand, because light does not dirty .. (I hope to be included ^^ )

I meant dirty for the room, not for the light. For example the wall where the posters are, is more brown / green. The red "carpets" have also a duller color. This gives a feeling that the room is more dirty / shabby. I hope this clarifies my comment.

I should hope so Alyza.Here is the evolution of this scene, cushions does not please me at all. I also want to slightly change the texture of the only bed that was textured. The edge of the coverage should be pink. The below water "green" does not pleases me, I would change. If this scene comes to an end. My computer oar a little given the amount of detail that I try to give him.

It remains 649 card to do, I have 20 to start and we arrive at a total of 694 fields, counting the black fields. Otherwise, we have 28 scene that are fully completed, the moin the first versions, I progress every day on the job so I would on some stage, once all will be done. This project is also a study project for me. (The baker does not satisfy me more.)

I do not very well understand what you want to explain . The translation is bad. want to talk about creating a stage with another file "png" ? because if c is this, this is not possible to me, it belongs to the engine of the gamethis would require changing the structure of the full game and it does not fit in my abilities. inject a 3D model but certainly not the create...

Translation: I don't understand either why paul is talking about the game swapper(https://www.youtube.com/watch?v=U-hnhkrlqu0 (https://www.youtube.com/watch?v=U-hnhkrlqu0)). But i understand that he would like a bump map for the soil. Basically a texture that gives depth differences on the floor because it looks flat on your last render.

Ah okay thank you for the little help vis a vis what Paul explained ^^ For the floor, actually it there's texture, but if I put more, denting the fact that one wonder here is almost impossible, because the character give the impression to cross this scenery. Unfortunately we have to do with what the game gives us, too, I find that it lacks "bump map" but I can not do otherwise ... At the risk of a circus trickOtherwise I am not a wizard, just a passionate, thank you for the compliment ;D

I do not very well understand what you want to explain . The translation is bad. want to talk about creating a stage with another file "png" ? because if c is this, this is not possible to me, it belongs to the engine of the gamethis would require changing the structure of the full game and it does not fit in my abilities. inject a 3D model but certainly not the create...

Correct. I mean changing engine to add bump mapping :). There is a custom graphics driver so someone could probably do this.

Edit: If this was added then I think it would be a big improvement over vanilla game engine.

Hi, first of all thank you for the positive comments, it's nice :)Then I decide to model the reactor because I confess that texture is really not my favorite part ^^I would do the 3 part of the same 3D model, this will allow me to create my rendering for different field with the details in it, has besides the reactor is used several times in the game with different colors :)

I wish I could love more the community move forward on this project, but the power of my computer does not allow me too ... I will start to gradually improve but will take time. Sometimes I put 15h to make you an update ... I sometimes hesitate to make me a website for donations and improve my game and continue even faster, but give something?

I would look for the gift just now a few hours. I have to change my project by a processor i7 because I'm still ^^ dual-core and resume an Nvidia Geforce GTX950, I know it's expensive as material but it's good. The rest of the changes will come later, my 16gb of ram enough and I buy my motherboard expressly for great flexibility in the processors, so I'm quiet at this level. Come then an SSD because I am always easy sata and I begin to feel the move: p

Salk, big thank you! I also hope that the other part ... His'll only expand my chances to move faster :)

Obesebear, there are already two forum that have seen this project, I could also put this on other forums, but I do not know much else of ff7 modder forum. Maybe a Spanish forum? I know their sides, we find a lot programmer, hacker etc. can be also there people ready model has ...

DynamixDJ is wonderful news, I hope my tutorial translate White you serve, I should still supplement in creating texture via photoshop and rendering settings, as well as cutting layers via Photoshop or GIMP. . But I did not do it, as nobody is trying it again. After many English tutorial are online via youtube so you even you can learn too :)

I've been working hard all week on corelin, and I've had LOTS of fun with sketchup; I've learnt about components, how to make a dome (thankyou youtube), I'm about to make a grandfather clock :P

I'm hoping to have the 3D model complete by the end of today, ready for adding texture tomorrow :D The BIGGEST mistake I've made is not making a group out of everything, so I'll have a fair amount of work to do when I do add texture. I now turn everything into a group and/or component pretty much instinctively now, to anyone who wants to try this themselves - ALWAYS turn your objects into a group!

I'll PM you jmp with a link to my work so far, so you can see where I'm currently at.

I have been a long time fan of FFVII, but I only discovered the modding community a few years ago - I have always kept my distance and just enjoyed the mods from afar, but this is the first mod I have seen which has really caught my attention enough to make me post.

The attention to detail on your scenes are perfect!, and so faithful to the originals. Along with the team avalanche fields, this could be the first real possibility of a full HD remake of the game.

I was wondering though, with the age of the engine are you able to get those scenes in game at that sort of resolution or do you have to downscale to 640x480 or some other ancient resolution?

Paul there is no limit on his request I think I made a 8x create the original size. Recreate a motor with a full set would take years must be found near guy modeling the 3D fields and good ... Because I do Beauchamp thanks to the rendering engine. I could do more for my lack of computer power, but changing the engine is the real 3D that there's need, here you will not get with my method, I work with shapes 3D and bumps etc are done by the rendering engine, there are only its different. Regarding your question scope, the original fields have resolution about all different, sometimes 480 * 320 512 * 512 again, growing the resolution 4X the size we obtain the ideal resolution to play with the current screen resolution. I try in my first scenes has a 8X the original size to see the original engine capacity and feasible :) By cons, these images are very heavy (the record of a scene doing 30 mb)

OK all I have to do is finish adding a few bits to the bookcase and the scene is done. Texture is finished. Then I have to add light in Thea and I will be ready to render, however there are a few things I'm not sure of as this is the first time I've ever worked with graphics. I've tried asking via PM, however there is an obvious language barrier, so perhaps if White Wind could translate?

I would like to add change-able states to my scene. By that I mean background parameter changes; smoke coming from a vent; moving background whilst on a train; flowing water; rotating propellers etc. The scene I'm doing is corelin, and there are no state-changes in the original, however I would like to add a glowing fire effect. Naturally field script will have to be written within Makou Reactor, and I'm fine with that side of things, however I haven't a clue how to create these states within the background. The fire itself is mostly obscured due to the angle of the camera, however the "fire" effect will still reflect off of the ground, and will really help to make the scene look realistic.

Also, the license activated succesfully for Thea Render, however when I try to render through Sketchup using the Thea Render plugin, the scene is still rendered with the "Thea Render" watermark plastered all over the scene. Any ideas?

For the sake of professionlism, I may give the scene to you to render, as there a lot of settings that I'm too inexperienced to know how to use, unless you suggest to just stick with the default settings?

The mist is not possible via Sketchup . It would use software like zbrush or scult tool in blender to get there and modelize each movement of this one.then make SEVERAL layers that create animations. I do not think however that we can add because even the original kidding ... for the flames is the same principle c .For your problem , try to uninstall and reinstall the license , I had the same problem .

My scene is done, I just need to add lighting. Most of my time was spent learning Sketchup, which I am pretty good with now, however I now need to spend some time learning Thea. Youtube has helped me, however I'm questioning what would be the most appropriate light source for a fireplace? Projector?

In your place I would try to put a pointlight in low light, 50 and 50 watt power. Set the temperature to 3000 and although the return was inside the chimney flue.After, you have to test and adjust the source as the heat and power needed, this is the most complicate ...

Thanks for the advice jmp. I'm not going to beat around the bush; I'm finding the lighting stage the most difficult, and I'm really not doing too well. On top of that, I cannot remove the damn Thea Render waterlogo, which means I'm trying to use Thea Studio for lighting..... Thea Studio is a very difficult and advanced software to get used to (unlike Sketchup which I took to almost immediately).

I'm going to spend all day trying to get the lighting right, but I'm really not enjoying Thea Studio... maybe a few hours of youtube will help, but I'd rather try to install the license properly so I can do everything in Sketchup. I'll PM you my current work so you can see where I'm at!

I have a problem with my computer , I can not have more démarer ff7 I uninstall and reinstall does not work, so I decide to install windows on another hard drive and reinstall ff7 and it starts not , so I do not program immediately so I could not watch now, I need to settle the problem otherwise I could test my field :(

Bad news is no matter what I try I just simply cannot add colour to my light source; it's always white! I'm going to keep trying, but any advice would be appreciated because I'm getting rather annoyed!

The problem I was having was assigning the correct material to the light source, it wasn't that straight forward. Anyway, here is a render of my work so-far

(http://i.imgur.com/zxctWVG.png)

It still needs some more work, the fireplace is too white at the core, the light source in the top-left corner isn't right; it's supposed to be emanating from within the lamp (the pointlight is in the lamp itself so I don't know what's going on), and the windows aren't transparent enough (easily fixed), but other than that I'm quite pleased with the result.

the next step is learning how to test the scene within FF7 itself.... I haven't got a clue how to go about doing that....

Also, how long should the render take? Using the Unbiased TR1 engine it was still rendering after 3 hours! I cancelled in the end and just saved the render in it's current state

using the adaptive mode basic inside you will have a good record . You can correct your display brightness in . In the light of small lamps such as blinds, you have to use a material. Take a walk on my tutorial , it is explained in picture how. J had pointed at my clock that was a little too big .the texture of my walls is repeated enormously and see , watch . The carpet is beautiful but it is paper. Uses a displacement to give her a fur effect.You used too little bump ... After I find that your work is very beautiful . Congratulations!

Yes, I shall read you tutorial again, I've read it many times, but everytime I read it I learn something I missed previously, I'll spend some more time with my scene later on

In regards to the carpet, I actually think i can get it better. Look at the shapes of the original carpet, I don't think that they are too hard to recreate... but does it need it? If people think that the current carpet is good enough then I'll leave it as it is! In terms of texture I mean; you are correct about the carpet being too thin, I shall add displacement!

The reason I say it is a bit too flash , may be tarnished a bit , if not as I explain in my tutorial , colors, details etc can sometimes be changed to add his style, that's what gives a new charm to the game , such as the mog I add a scene and something else style :)

Yes, I understand, the scene doesn't have to be absolutely perfect to that of the original; it can also be a reflection of ones style. If you look very closely, you'll notice a mini figure of Cloud on the shelves ;)

Ok, the light is good, the windows are good, the very last thing I'm struggling with is the carpet and floor. what displacement and bump settings are good for a carpet / floor? Also, what black & white texture should I use? Th tutorial is slightly vague in this area.

(http://i.imgur.com/qY3M9Hz.png)

Once I get the carpet and floor correct this scene is done ;D 2 weeks to complete! The next one should be faster because I know my way around the programs now.

To create the rug is best to make a black image with thousands of small white dot . When this is done you have to place it in the displacement ... The most complicated is to settle the subdivision, with all the time I spend on it still hurt , my lack of English understanding does not help me not more .. And the lack of graphics power also

@DynamixDJReally awesome work! However I wouldn't use Cloud in the back. Sephiroth, Soldier (because these models can be explained historical) or even characters of other FFs (Squall springs into my mind) are fine. To see Cloud there looks a bit paradox.

Why does the lamp have such a strange material? I also like the glass material you used before because now it looks like a transparent white plane.

Thanks Kal! You make a good point about the Cloud model. My reckoning was that the model is so small that it is more of an Easter Egg than anything else, but nevertheless you are correct and I shall consider which model to have in its place. Vivi sounds good (also, Cloud would have been what... 16 years old??)

That lamp shade is giving me a world of trouble, and I'm considering replacing it altogether. The material is reflective because I didn't really know what I was doing when I was messing with it, I'm a lot more experienced with Thea now, and I know how to change the reflective settings, so the material is no longer reflective (or at least it shouldn't be), but the main problem is the light source; it only appears when I run the lowest quality rendering, otherwise it is not lit, and it's wearing me down.

JMP - I've just thought, do you think that it's because the pointlight is within the group of the lamp? If I remove the light from the group of the lamp, so it's on its own, do you think that would fix my problem? I can't see why it would, but it's the only thing I haven't tried. I'll try it when I get home, if that doesn't work then I'll swap over the lamp shade completely.

You should remove completely this light! also remove the reflection it has. Place a sphere in the shade, Give him a hardware add color and luminance like neon in my tutorial .. It's tiring moin, after coming back to this scene, I send you a tool to remove the repetition of which I speak to you, look at the walls of your scene. The wheelchair also be able to correct with this one :)

I create a scene on my side, but I've not yet textured. I have received my new graphics card dice tomorrow ... I can not wait! This one permettras me not to have bug with my software, delaying me a lot ... And I could do my has made a tremendous speed (normally)

One other thing, This small picture on the table is not displaying and I don't now why. I've tried making it deeper, but I cannot make the actual picture itself deeper, just the surface on the other side (the picture itself is curved and cannot be pulled).

Shall I just find another pic? The wall pic of the phillipines is fine, and is also very fitting as it could easily represent Wutai, even though the angle prevents one from seeing the picture properly

Looking good! :DSometimes it's difficult for me to work in the week because I get very tired, so I didn't do much last night, however I DID fix the lamp, your advice worked perfectly :D :D I forgot that you don't have to use a lightsource to have light; just enable emmittance via the mat-lab. Worked like a charm :D

I also installed fredo tools / thrupaint. I'll have a play around tonight. And I'm glad your graphics card will finally arrive today ;D

I'm still waiting for him, it looks like a 3 year old who expects his toys at Christmas, I wait ^^

Thrupaint requires learning but once known facilitates each spot in Sketchup, lets not to deform the images, adjust them with one click, allows texturing rolls with unparalleled simplicity, sometimes tedious, because sometimes you have to remodel a cylinder because the first does not work yet identical ^^

Well, I install my graphics card and I have set, allow me first of all not to have bugs in my modeling program (phew).Then using CUDA technology, it allows me to pre-calculate my scene faster on my final rendering (though very few), but using the presto engine, I get a scene like the one that allows me to correct my texttures ( here I optimized animal skin to test this :) card) and my lights barely 4 minutes. What will make me gain some time.

In jailin4 there seems to be some thin rope hanging down from what appears to be blinds. I'm unsure how to go about making this rope. In your scene, I can see some wire hanging from the coat hook. How have you created it?

Wood is still doing with a simple bump, for the string I'm a thread with tools and pencils curve after a simple circle extruded along the wire trace previously. Then I use a texture with a bump that I place with Thrupaint

Yeah, I understood what you meant :D I just wasn't sure if you meant extrude using push/pull then use some fancy trick. As you know, Follow Me can sometimes be unpredictable, and I haven't made string before. I may have a go try tonight. I'm working on kuro_12 still, the indents in the archway are taking a long time because I'm not sure how to work with curved edges properly yet:

I reckon I can get the light correct, but the walls.... There is not a lot happening in this scene, so the things that are going on needs to be correct. What do you suggest? I was going to experiment with Sandbox to recreate the rock-face type texture of the walls and floor.

Hi joyous troops, I thought a lot about my project succeeded, it takes forever to create when: UDK is a complete game creation software (sound effects, animation, story, combat, etc.) it allows to recreate the game in HD but with possibility not least, while reflecting, since the creation of the 3D work is the 3/4 of the work, I wonder whether it would not be better to re-create the game as was the original but even better detail and add the same features as our fetish play. UDK is a free software basic version. But still allows creative game. We can import Performers there any software including mine, however, does not claim the obligation to respect the millimeter near the layers FF7 forces us, then there Reflective, I lose 3-4 months of coding, but I win 3-4 months of implementation to scale, but I recovered another modeler for this project. So I was wondering for those who follow the project What do you think?

I post here two sets of video recreate with UDK, and let me point out that this logicile had the honor of working for Uncharted and God of war, I shall take an example for their graphic quality.

Sadly no, we can't go this route. The problem is that SE will force to close this project as soon as it will be in contest for the remake (look at the fan made project of Chrono Trigger). 7gears is our best hope for a real 3D environment, because it would create a custom made exe, which we can entirely control. This way it needs the orignal game and we could mod the hell out of the game. But at the moment we have a lack of programmers here for FF7. Still if SE would had been clever they had worked with us on QGears, let us had develop FF7 for free, while having a potent engine for all there Gears-engine based games. We probably would now not only talk about FFIX for PC but also about Xenogears and probably Chrono Cross (Parasite Eve too I guess).However SE isn't interested in long term earned money and only looking for the fastest way to make profit to finance thier silly projects which should bring the big money.

I start to work on this stage tonight, finally, almost the same end lol.Paul, stop talking to me in C, dll etc. I understand nothing lol. I mount computers, I installed them, I repair for, I model, I quibble, but I do not work with the coded language. I made a proposal of the UDK software as no coding knowledge is required. Whenever you propose to change my engine but I really know nothing ... Do not take it badly, but here is not the right section ... If you give me a chance to build 3D more realistic, I would do but for now I am content that the game offers me and I could do more. I am also sorry because if I could I would be designer, this is a dream .. Hoping not to have been too dry, because I do not know how you do understand ... but I would c 'is beyond my skills ...

Could you explain your idea with a simplified language which has permettrais everyone to understand what is your idea? I create this topic for 3D modeling and coding talking, then I am nothing more about the topic that I create .. You understand?

Could you explain your idea with a simplified language which has permettrais everyone to understand what is your idea? I create this topic for 3D modeling and coding talking, then I am nothing more about the topic that I create .. You understand?

Sorry to derail from your awesome fields. The ff7.exe contains the logic that turns the models and art into an actual game. Within ff7.exe, it's internals are structured into modules. One of the modules handles gameplay/3d/logic when in the field, there's a module that makes the menus etc. It could be possible to bypass the field module in ff7.exe and just hand the art/geometry off to a fully fledged game engine like unity.

The in moin I have understood .This subject may be boring . It faudrais possibly study the issue and once built the project , create a topic that could do operate. Thereafter, I could share my models in low poly that he faudrais texturing via software using ...

your latest scene is again wonderful! I am sorry it does feel it takes forever to redo the game. You are incredibly fast but you are still alone at the moment. But I hope DynamixDJ can become a valid asset soon! He can learn a lot from you and has already produced a nice work!

I make a concept for the banister, what do you think of the idea? I wanted to keep the original idea of a metal railing thinking of the slums, so recovery pipes to build this one, I also think to make the fixing of the shelf like this to follow my idea :)

your latest scene is again wonderful! I am sorry it does feel it takes forever to redo the game. You are incredibly fast but you are still alone at the moment. But I hope DynamixDJ can become a valid asset soon! He can learn a lot from you and has already produced a nice work!

Keep it up! ;)

Too bad everyone else who was capable has for some reason stopped recreating scenes, so jmp343 and DynamixDJ are our only hope at the moment, lol. Please keep up the amazing work, guys. :)

As I explained to JMP in a PM, I cannot fully commit to this project for varying reasons, the main one being that I am going to have to return to my walkthrough (http://www.neoseeker.com/final-fantasy-vii/faqs/1733035-dynamixdj.html) soon, as I haven't been working on that for a few months now, and that is my main project. I also have a number of smaller side projects for FFVII, however this project is by far the most inspiring, and I will be returning periodically to do a scene from time to time. Once my guide is finished, I will be free to indulge in the other things I have going on, namely this project.

The problem is, there is a world of learning to do in this field, and given the fact that I spend 40 hrs a week doing a job I hate, I am left with very little time and energy to learn, and I don't want to be making half-arsed scenes; each scene is a work of art, and needs to be treated as such. JMP's speed and skill amazes me.

Lastly, sorry to go off-topic bit it's woth noting: (as an example of how the qhimm forums have inspired me) I do not want to spend the rest of my life doing crap work for crap money, so this year I am inquiring with my local University and College about enrolling on a course in Computer Science and Mathematics. If that ends up happening, then it stands a very strong chance be that I will have to completely step away from the world of Final Fantasy. Not forever....

Yes Dynamix, a fair limit model and I take care of texture, made just attention have almost correct dimmensions please, and rugs, just faires rectangle, round, finally in the form it has, but not to the decorations in 3D. I redo all under one :) photoshop paint textures lol

Errmm, sorry JMP I'm not sure I understand... I think you're saying I model and you finish the scene... That can work, because I won't lie, when it comes to the finishing touches, I feel out of my depth, amateur, and I don't want to make something that is un-worthy....

I meant to say also, I have a week booked of work next week, so I definitely want to finish corelin. I have already corrected the sofa using trupaint, I changed some of the textures to remove the reptition that you mentioned, the last thing to do was the rug, which I had a lot of difficulty with. Nothing I was trying was working, so I will try to install crazybump and add displacement that way. I hate to leave something unfinished that I have worked hard on, and I will finish this scene :D

I have problems with Thea crashing. Everytime I go into the "structure" tab in the mat-lab, Thea will crash. It also crashes everytime I render. I think I may have set the subdivision too high, and it crashes because the preview is too much for the cpu to handle. Luckily I have an earlier version of corelin to work from, so I can export the rug that way

Thank you for this post that you create is seen parfais would be so many people joining this project, however, I allow myself to get a little break right now, not that I do not want just that I put myself in the learning 3ds max and I will try to work with him to do even better :)

I don't know how much of a grey zone it is really. A few years back I asked the most active Admin at the time if we could share background images made from renders of Crisis Core assets and I was told no, because it was against the no ripped content rule. If that has changed since it is just a render of the asset and not the actual asset that would be great. I would love confirmation one way or the other on this.

The difference is that these models are non commercial and are also not really ripped. However if you make a picture of something who is then the author you or the people who made the object from what you made the picture of? Also if you make a video of something then who is then the author? If a mp3 of the very same song in wav isn't a problem (which is only a degradation of information), then why should be a picture of a 3D asset be a problem?Everything depends on the on if your pic would hurt the copyright or not and if it is clearly disallowed to make pictures of the game.

hi friends , I did not remove the ax skyrim not. I ve just find an ax on the net and around the image by adding relief then there , I have to use photoshop and speed painting to color. However. If the model bother j retravaillerais there ☺ . Just a question. Given the rendering time of which I have need. J have ordered a new pc . I l wait?

(http://image.noelshack.com/fichiers/2016/26/1467144532-aerith-church.png) (http://image.noelshack.com/fichiers/2016/26/1467144782-aerith-church-2.png) (http://image.noelshack.com/fichiers/2016/26/1467144783-aerith-church-3.png) (http://image.noelshack.com/fichiers/2016/26/1467144797-aerith-church-4.png) All the bugs of my cameras are set ( again was zero because her bothered me to fix everything ) I create the walls be able to be visible from outside the building . The gloss has just finished now. I gained the vaults have the roof level that Cloud and Aerith does not work in a vacuum as in the original scene. Also fix some texture .

I still have corelin sitting on my comp, what would you like me to do with it? Everything is complete except for the rug, which I was really struggling with.

Perhaps if I export just the rug by itself to send over to you, you can get the bump and displacement correct, send it back then I can render the scene?

The process after this is something that I was really struggling with too. I have no photshop skills, so trying to match up my scene with the original aspect ratio of corlein was giving make a headache, and I also have no clue how to convert my finished render into layers. I believe FacePalmer is the tool to use, but I just couldn't figure it out. Lord knows I tried.

Hi Dynamix . Yes I could send you a material . J bosserais there for the next week my old pc loose and I don t have the power required on the day of today . 4gb of ram grill. My computer already 10 years lol. J have ordered an i7 with 16 gb of ram I have to receive earlier this week ( I hope ) Once the entire system complete m I would attack it. ☺

I haven't posted on these forums in years, but I came back and saw this and I had to post to tell you that your work looks magnificent. I hope you continue to press onward, as this looks like the start to a true HD recreation of FF7 like we were all hoping for.

I appreciate these projects for the art and skill involved, because it really is immense, but I have absolutely no expectations. There really is very very little chance that the man power or time will be found to see these projects through to having every field updated. It's just not at all realistic.

Hi friends. here I wanted a m apologize for my absence but with work so it is complicated to dedicate myself to szene far as before. However I would continue to work . I just have to get used to doing his job lol 1 ½ years and more tired that before ( health problem ) but I have not forgotten you and I am glad that you either you do not forget m ☺

With projects like this it's not uncommon for people to just disappear and not continue their work. A lot of them never come back to the forum at all... But all of them are doing this in their spare time after all, so you can't blame them.

Anyway, great to hear from you again and that you still care about the project at all.

Looks awesome, can someone convert this to a usable background? There's a high-resolution version available on the artist's page.

I already did and the answer is no not really. The camera isn't in the exact position and some of the objects are the wrong size. So it looks great as a still, but when put in game the layers don't line up and you get crazy clipping. like walking behind the floor and on top of the counter etc. If the artist has the original file still he could fix it up using the tutorial and then it would probably fit.

Without to be respect less to Mayo, but this render is levels above his renders. However, after a comparison with the original I saw that it didn't match the perspective.On the other hand what should SE do against a kick starter project, which aims to hire people, who redraw/recreate all BG's (of course with corect perspective)? That we are able to make them compatible with the game would only be a nice coincidence.

I already did and the answer is no not really. The camera isn't in the exact position and some of the objects are the wrong size. So it looks great as a still, but when put in game the layers don't line up and you get crazy clipping. like walking behind the floor and on top of the counter etc. If the artist has the original file still he could fix it up using the tutorial and then it would probably fit.

Maybe someone who understands the process should get in contact with him then, since he's planning to make more of these anyway, he might as well make them with the correct camera position and object sizes so they can be used in the game.

Hello, so yes there are many, and I am the only one to continue in this adventure .. So I continue but I would not have done the game in 2 weeks, I now had the opportunity to move and I ' I now have an office rather than a bed, it's a little easier to work. To get back to my work I have to attack the map holu2. I would do some map "square" to be able to get used to the tools. Maybe even everything.Anyway. Here for you.Hoping to silence some viper tongue!(http://image.noelshack.com/fichiers/2016/48/1480637721-holu2.png)

The translation of google is pretty bad, can you rephrase that sentence? I do not understand it very well sorry.I work on stage modeling, I have so much to do that I focus on that one time, one reactor, the other, a home interior, I want to tackle Nibelheim also soon

Yes the translation is correct :)Sometimes there are some things that look like nothing at all and the message does not mean anything, usually its correct but not always obvious!I would place the link without problem, you can ask EQ2Alyza to integrate it if he wishes. :D

They already work with 7th heaven. You have just have to put them into a folder within the 7h mods folder, then they should appear in your list. If you're using a field pack, be sure to put jmp434's fields at higher priority. ;)

There are roughly 704 used fields in the game not counting repeats. jmp434 has released 14 remade fields with 6 more that appear close to finished. In addition Mayo Master finished and released 16 fields and had a few others in the works. The rest of Team Avalanche has shown tons of early renders of multiple fields, but never released anything. That is 30 out of 700 completed and released, so roughly 4%.

Hi hi, with the work I have difficult to come at this time (vive christmas).

So to answer you it is possible to help yes. I have published a tutorial to model with Sketchup on the forum and I can provide the programs, only flat of sketchup, it is that it will not allow you to reproduce the integer cards because it is not powerful enough , That's why I migrated to 3ds max.

I also correct what Grimmy said, I have 14 fields to finish to myself, but I also finish 4 other scenes that a colleague has yet to cut out.

I also have a stage model already to model the reactor which repeats several times.

The I will be working on the manor's library for the 7TH Heaven project. It is certain in any case that all alone, its can become very long.

Here is the tutorial link.Think of me MP If you feel capable, I would guide you :)

Hi guys,Thank you for the encouragement,I would do a RAR archive of all the scenes when all are finished.Hopefully, because I would really like to help, it discourages me very much this feeling of being alone against all if I can say ???

For Midgar, I have not put anything on it yet, I think that when everything is modeled, I would add any sector modeling on it. For more realism and total immersion in the decor

Qhimm is to small to attract moders or artists. That's why (and because it's easier to find tools) I made a guide on Steam. When I finally have more spare time I will update my mod on the Nexus as well. Another problem is that it is still time consuming to mod the game. Parts of the game are still not modable and the tools we have are not state of the art, because they are developed by only a hand full of people. :'(

Qhimm is to small to attract moders or artists. That's why (and because it's easier to find tools) I made a guide on Steam. When I finally have more spare time I will update my mod on the Nexus as well. Another problem is that it is still time consuming to mod the game. Parts of the game are still not modable and the tools we have are not state of the art, because they are developed by only a hand full of people. :'(

That is true. Qhimm is not that well known of a place, actually there are still lot's of people that don't even know to what extent you can actually mod the game.

Actually Deviant Art would be the right place, but this needs to be posted in the project section of the forum. I also would make it more like a HD project of the fields of FF7, without the aim to import them (but of course with the opertunity). However, be prepared to get negative response since there are not really moders and some do know the destiny of the Chrono Trigger remake and Square Enix reaction on it.

I think that the Nexus community is very alive and may be a good start point, but FF7 moding is pretty unknown at this place, which could be changed, if we host more mods on this site.

Cool stuff! I had a question about the tutorial (http://forums.qhimm.com/index.php?topic=16823.0), or rather, looking for some advice. It says: "Place your axes origin point in the corner, the main axes on what you think are the main axes of the original scene and create your rectangle." What would you recommend doing for scenes like http://i.imgur.com/D40ntOD.jpg, where there's no obvious corner to use?

Your work is incredible jmp. I've been checking in on mods for Final Fantasy VII and VIII every now and then to see if there's been some improvements or major developments. I hadn't seen your stuff sadly before now, despite being on the forum most likely at the time you started it. Your work ethic is astounding, and the speed at which you can make a field is amazing. I'm not a modder and don't really have any skills, but even I can tell your work is great.

Out of all the other stuff I've seen on here yours is the most impressive. I like that you stay so true to the original whilst completely remodeling, retexturing, and relighting the field. I've always been pretty turned off by top-down perspective type games because you can't see the action or the detail like you can when you look at it from down on the ground, as well as the fact that they generally have low-quality resolutions given they're not used anymore by many games. But you have shown me that you CAN make Final Fantasy VII look beautiful and still keep its original style. One of the things I found I hated most about FFVII and FVIII was the pre-rendered animations for things like smoke and water were very slow feeling and not smooth.

They felt very dated to my modern sensibilities. I didn't even realize it was possible to do so much with a game so old and dated given pre-rendered backgrounds, in general, are no longer used by games these days and Final Fantasy abandoned them after FFIX (though after just looking that games BG art up I guess I was mistaken about how beautiful they can look). I don't know if you've just given up on this or not but if you haven't I just wanted to give you some encouragement!